Settlement control method, device and electronic equipment for a game

CN117398684BActive Publication Date: 2026-08-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311350170.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-17
Publication Date
2026-08-21
Estimated Expiration
2043-10-17

AI Technical Summary

Technical Problem

游戏对局中相对固定的回合任务、可选事件,导致游戏对局的结算结果可预期,对于已参与过对局的玩家而言,对再次参与对局的兴趣度较低,不利于游戏资源的充分利用

Benefits of technology

[0009]上述游戏的结算控制方法、装置和电子设备,通过终端设备提供图形用户界面;在图形用户界面中显示目标游戏对局的备选场景区域;响应于区域选择操作,从备选场景区域中确定目标场景区域;获取当前游戏账户的历史游戏对局中被选中的历史场景区域,基于历史场景区域,确定目标场景区域对应的交易参数;其中,历史游戏对局与目标游戏对局对应;交易参数用于:控制目标场景区域中虚拟物品的交易结算结果;响应于目标游戏对局到达指定状态,在图形用户界面显示备选虚拟物品;其中,备选虚拟物品关联有交易区域;响应针对备选虚拟物品中第一虚拟物品的交易操作,确定第一虚拟物品的交易区域为目标场景区域,基于目标场景区域对应的交易参数,对第一虚拟物品进行交易结算。

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Abstract

The application provides a settlement control method, device and electronic equipment for a game; the method comprises the following steps: determining a target scene area from alternative scene areas in response to a region selection operation; obtaining a selected historical scene area in a historical game session of a current game account, and determining a transaction parameter corresponding to the target scene area based on the historical scene area; the historical game session corresponds to a target game session; the transaction parameter is used to control a transaction settlement result of a virtual item in the target scene area; displaying alternative virtual items on a graphical user interface in response to the target game session reaching a specified state; determining a transaction area of a first virtual item in the alternative virtual items as the target scene area in response to a transaction operation on the first virtual item, and performing transaction settlement on the first virtual item based on the transaction parameter corresponding to the target scene area. This method can improve the interest of players in participating in the game session again, and is conducive to the full use of game resources.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game settlement control method, apparatus, and electronic device. Background Technology

[0002] In The Sims games, at the start of a match, players receive initial character attributes and then control their character through multiple rounds, performing pre-set tasks to gain corresponding attribute bonuses. Once all rounds are completed, the match ends, and the final result is displayed. The relatively fixed round tasks and optional events in a match make the outcome predictable, reducing the interest of players who have already participated in a match and hindering the efficient use of game resources. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game settlement control method, device and electronic device to increase players' interest in participating in game matches again and to make full use of game resources.

[0004] In a first aspect, embodiments of the present invention provide a game settlement control method, which provides a graphical user interface through a terminal device; the method includes: displaying alternative scene areas of a target game match in the graphical user interface; in response to a region selection operation, determining a target scene area from the alternative scene areas; obtaining a selected historical scene area from the historical game matches of the current game account, and determining transaction parameters corresponding to the target scene area based on the historical scene area; wherein the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement result of virtual items in the target scene area; in response to the target game match reaching a specified state, displaying alternative virtual items in the graphical user interface; wherein the alternative virtual items are associated with a transaction area; in response to a transaction operation for a first virtual item among the alternative virtual items, determining the transaction area of ​​the first virtual item as the target scene area, and performing transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0005] Secondly, embodiments of the present invention provide a game settlement control device, which provides a graphical user interface through a terminal device; the device includes: a region display module, used to display candidate scene regions of a target game match in the graphical user interface; a region selection module, used to determine a target scene region from the candidate scene regions in response to a region selection operation; a parameter determination module, used to obtain the selected historical scene regions in the historical game matches of the current game account, and determine the transaction parameters corresponding to the target scene region based on the historical scene regions; wherein, the historical game matches correspond to the target game match; the transaction parameters are used to control the transaction settlement results of virtual items in the target scene region; an item selection module, used to display candidate virtual items in the graphical user interface in response to the target game match reaching a specified state; wherein, the candidate virtual items are associated with a transaction region; and a transaction module, used to determine the transaction region of the first virtual item as the target scene region in response to a transaction operation for the first virtual item among the candidate virtual items, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene region.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game settlement control method.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the aforementioned game settlement control method.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The settlement control method, device, and electronic device for the aforementioned game provide a graphical user interface through a terminal device; display alternative scene areas for the target game match in the graphical user interface; in response to a region selection operation, determine the target scene area from the alternative scene areas; obtain the selected historical scene area from the historical game matches of the current game account, and determine the transaction parameters corresponding to the target scene area based on the historical scene area; wherein, the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement result of virtual items in the target scene area; in response to the target game match reaching a specified state, display alternative virtual items in the graphical user interface; wherein, the alternative virtual items are associated with a transaction area; in response to a transaction operation for the first virtual item among the alternative virtual items, determine the transaction area of ​​the first virtual item as the target scene area, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0010] In this method, players select a target scene area, and the trading parameters of that target scene area are influenced by the historical scene area selected by the player in previous game matches. When trading items in the target scene area is settled, the settlement result is related to the trading parameters. Therefore, in this method, the item trading settlement result in a player's game match is related to the actions taken in previous game matches. When a player participates in multiple game matches, the item trading settlement will be affected by the previous game matches, which can increase the player's interest in participating in game matches again and is conducive to the full utilization of game resources.

[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0014] Figure 1 A schematic diagram illustrating the extraction of initial terms according to an embodiment of the present invention;

[0015] Figure 2 A flowchart illustrating a game settlement control method provided in an embodiment of the present invention;

[0016] Figure 3 This is a schematic diagram of a display of an alternative scene area provided in an embodiment of the present invention;

[0017] Figure 4 This is a schematic diagram illustrating the display of prompt information after selecting a target scene area, provided in an embodiment of the present invention.

[0018] Figure 5 A schematic diagram illustrating the display of alternative virtual items provided in an embodiment of the present invention;

[0019] Figure 6 This is a schematic diagram of an item trading page for a first virtual item provided in an embodiment of the present invention;

[0020] Figure 7This is a schematic diagram of the structure of a game settlement control device provided in an embodiment of the present invention;

[0021] Figure 8 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0023] In The Sims games, a single game typically consists of multiple phases or rounds. Taking turn-based games as an example, a game consists of multiple rounds, each containing a turn-based objective. Players complete the turn-based objective to end the current game and receive a reward.

[0024] At the start of a game, players can choose the character traits of their controlled virtual character. Typically, a controlled virtual character includes multiple attributes, such as Strength, Intelligence, Luck, and Health. Different character traits correspond to different attribute values. For example, character trait A corresponds to higher Strength and lower Intelligence; while character trait B corresponds to higher Luck and lower Health. Players can also consume resources to select higher-level character traits, which correspond to higher attribute values.

[0025] Players can determine their character's traits by randomly drawing starting affixes, thus granting the controlled virtual object certain initial character attributes. These initial character attributes can include strength, intelligence, charm, luck, health, and currency. The attribute parameters of the initial character attributes are related to the starting affixes. Starting affixes can be divided into multiple levels, and each level can include multiple starting affixes.

[0026] For example, see Figure 1Starting a character's attributes can be categorized into three levels: Common, Rare, and Legendary, with each level increasing in difficulty. Common attributes might include phrases like "Scholarly Scholar" or "Handsome and Refined," while Rare attributes might include phrases like "Long Live to a Happy Age" or "Good Fortune." Legendary attributes might include phrases like "Compassionate Heart" or "Exceptional Intelligence." Each attribute is marked with "Rare" or "Traditional" to help players understand its level. The higher the level of the starting attribute a player draws, the higher the initial attribute parameters of their controlled virtual character. If a player is not satisfied with their drawn attribute, they can invest virtual resources, such as in-game gold or other valuable items, to draw again. The level of the starting attribute is calculated based on the amount of virtual resources invested.

[0027] The controlled virtual character participates in the game with initial character attributes. A game can consist of multiple rounds. In each round, different preset round tasks will randomly appear based on the player's choices. By completing the preset round tasks, the player gains corresponding attribute bonuses. When all round tasks are completed, the current game ends, and the game results are obtained.

[0028] In turn-based missions, players can draw random events. Depending on the player's choices, different events will occur, increasing the attribute values ​​of the controlled virtual character accordingly. Examples include drawing items or selecting specific scene areas. Furthermore, players can also draw rewards, which update the controlled virtual character's resource levels based on the results. Opportunities to draw rewards are obtained by consuming character resources or through items.

[0029] In another type of turn-based mission, players can trade virtual items such as rice, lychees, paper, and silk. The amount of resources traded for these virtual items fluctuates, and players profit from the difference in resource amounts by buying or selling them, thereby increasing the resources of their controlled virtual character in the current game. During the trading of virtual items, corresponding taxes are deducted based on the location of the virtual item within the game's environment. Other turn-based missions also allow players to invest in property deeds and explore for treasure within the game world.

[0030] During turn-based missions, players need to submit acquired mission items to increase the corresponding character attributes. For example, resource items increase a character's resource quantity, and wisdom items increase a character's wisdom attribute. After a turn-based mission is completed, the game is settled. A total score is calculated based on the controlled virtual character's attributes. Based on this total score, or the attribute values ​​of each character, a game evaluation is generated for the current game, such as "mediocre," "ordinary life," or "ambitious youth." The game evaluation may also include assessments of the controlled virtual character's performance in each turn.

[0031] Each time a player participates in the aforementioned game, it's a completely new game. If a player achieves a high score in a game, they might feel it's unlikely to yield better results in subsequent games, potentially losing the motivation to participate again. This can lead to a monotonous gameplay experience, a rigid game mode, and players mechanically completing turn-based tasks, resulting in a lack of enjoyment and a diminished gaming experience. Furthermore, the relatively fixed turn-based tasks and optional events in each game make the outcome predictable, reducing the interest of previously participated players in re-entering games and hindering the efficient use of game resources.

[0032] Based on the above, the game settlement control method, device, and electronic device provided by the embodiments of the present invention can be applied to The Sims, turn-based games, or other games.

[0033] In one embodiment of this disclosure, the game settlement control method can run on a local terminal device or a server. When the game settlement control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's settlement control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0036] In one possible implementation, embodiments of the present invention provide a game settlement control method, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 2 As shown, the method includes the following steps:

[0037] Step S202: Display the alternative scene area for the target game match in the graphical user interface;

[0038] The target game match is the game match currently being played by the current game account. When the target game match starts, alternative scene areas can be displayed directly in the graphical user interface, or they can be displayed when the target game match reaches a specified round or stage. Multiple alternative scene areas can be selected, and the graphical user interface displays area identifiers for these areas. These area identifiers can be triggered for players to perform area selection.

[0039] Step S204: In response to the region selection operation, determine the target scene region from the candidate scene regions;

[0040] The aforementioned region selection operation can be a trigger operation applied to the region identifier within the aforementioned candidate scene regions, such as a click, double-click, or swipe. The candidate scene region selected by the region selection operation is the target scene region. In The Sims game, this target scene region can be understood as the homeland of the controlled virtual character under the current game account in the target game. The target scene region may affect the task settlement of other rounds in the target game. For example, when trading tasks in the target scene region, the transaction tax rate may differ from that in other scene regions; or, when drawing prizes in the target scene region, the amount of reward resources may differ from that in other scene regions, etc.

[0041] Step S206: Obtain the selected historical scene area from the current game account's historical game matches, and determine the transaction parameters corresponding to the target scene area based on the historical scene area; wherein, the historical game matches correspond to the target game matches; the transaction parameters are used to control the transaction settlement results of virtual items in the target scene area;

[0042] In this embodiment, the transaction parameters corresponding to the target scene area are influenced by the target scene matches determined from the historical game matches participated in by the current game account. If the current game account has participated in multiple historical game matches, the selected target scene area, i.e., the historical scene area, can be obtained from the last historical game match. Alternatively, if the current game account has participated in multiple historical game matches, the selected target scene area can be obtained from each historical game match; in this case, there are multiple historical scene areas.

[0043] In one implementation, transaction parameters corresponding to the target scene area can be determined based on the relationship between the historical scene area and the target scene area. For example, when the historical scene area and the target scene area are the same, the transaction parameter has a first parameter value; when the historical scene area and the target scene area are different, the transaction parameter has a second parameter value. Furthermore, when there are multiple historical scene areas, and one of them includes the target scene area, the transaction parameter has a first parameter value; when the historical scene area does not include the target scene area, the transaction parameter has a second parameter value.

[0044] It should be noted that the historical game and the target game are the same game or have the same gameplay. When players conduct trading operations in the target scene area, the transaction settlement result is affected by trading parameters. In one approach, this trading parameter can be a virtual trading tax rate. When trading virtual items, the tax corresponding to the virtual trading tax rate is deducted from the trading resource quantity of the virtual item to obtain the final trading settlement resource quantity. In another approach, this trading parameter can be an inflation parameter for calculating resource quantity. When trading virtual items, the trading resource quantity of the virtual item is multiplied by this inflation parameter to obtain the final trading settlement resource quantity; or, the trading resource quantity of the virtual item is combined with the inflation parameter for other calculations to obtain the final trading settlement resource quantity.

[0045] Step S208: In response to the target game match reaching a specified state, alternative virtual items are displayed in the graphical user interface; wherein, the alternative virtual items are associated with a trading area;

[0046] The specified state can be a specific round or stage in the target game, or it can be controlled by the player through a specified action to reach the specified state. The candidate virtual items are tradable virtual items. The graphical user interface displays the item name, icon, unit trade resource quantity, fluctuations in trade resource quantity, and the region name of the trading area for each candidate virtual item, such as City A, City B, etc. Different candidate virtual items are associated with different trading areas, or some candidate virtual items may be associated with the same trading area.

[0047] Step S210: In response to the transaction operation for the first virtual item among the candidate virtual items, determine the transaction area of ​​the first virtual item as the target scene area, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0048] Players can select one or more virtual items from a pool of available virtual items for trading. The selected virtual item is the first virtual item. This trading operation can be a trigger operation on the trading controls of the first virtual item; the trading operation can also include multiple sub-operations, such as viewing information about the first virtual item, accessing the trading area associated with the first virtual item, interacting with a specified virtual character in the trading area, and triggering the trading controls of the first virtual item, etc.

[0049] Upon receiving a transaction request, it's necessary to first determine if the transaction area for the first virtual item is within the target scene area. If it is, the transaction settlement is performed based on the transaction parameters corresponding to the target scene area. This settlement may also involve the unit transaction resource quantity and the item quantity of the first virtual item. Based on a pre-defined calculation formula, the unit transaction resource quantity, item quantity, and transaction parameters are further calculated to obtain the transaction settlement result. Since the transaction parameters are involved in the settlement, they will affect the final transaction settlement result. Furthermore, because the transaction parameters for the target scene area are influenced by historical scene areas in past game sessions, the transaction settlement result for the first virtual item is also affected by past game sessions.

[0050] If the trading area of ​​the first virtual item is not the target scene area, then the default trading parameters corresponding to the trading area of ​​the first virtual item are obtained, and the transaction settlement of the first virtual item is performed based on the default trading parameters. The default trading parameters are not affected by the historical scene area in the historical game, therefore, in this case, the transaction settlement result of the first virtual item is not affected by the historical game.

[0051] The settlement control method for the aforementioned game provides a graphical user interface (GUI) through a terminal device; displays candidate scene areas for the target game match in the GUI; in response to a scene selection operation, determines the target scene area from the candidate scene areas; obtains the selected historical scene areas from the current game account's historical game matches, and determines the transaction parameters corresponding to the target scene area based on the historical scene areas; wherein, the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement results of virtual items in the target scene area; in response to the target game match reaching a specified state, displays candidate virtual items in the GUI; wherein, the candidate virtual items are associated with transaction areas; in response to a transaction operation for the first virtual item among the candidate virtual items, determines the transaction area of ​​the first virtual item as the target scene area, and performs transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0052] In this method, players select a target scene area, and the trading parameters of that target scene area are influenced by the historical scene area selected by the player in previous game matches. When trading items in the target scene area is settled, the settlement result is related to the trading parameters. Therefore, in this method, the item trading settlement result in a player's game match is related to the actions taken in previous game matches. When a player participates in multiple game matches, the item trading settlement will be affected by the previous game matches, which can increase the player's interest in participating in game matches again and is conducive to the full utilization of game resources.

[0053] In one specific implementation, when determining the transaction parameters corresponding to the target scene area based on the historical scene area, if the target scene area is the same as the historical scene area, the transaction parameters corresponding to the target scene area are determined to have a first parameter value; if the target scene area is different from the historical scene area, the transaction parameters corresponding to the target scene area are determined to have a second parameter value; wherein the second parameter value is different from the first parameter value.

[0054] If the target scene area is the same as the historical scene area, for example, both are city A, it can be understood that the player has selected the scene area multiple times, and the parameter value of the transaction parameter corresponding to the target scene area is set to the first parameter value; if the target scene area is different from the historical scene area, for example, the target scene area is city A, while the historical scene area is city B, it can be understood that the player has selected the target scene area for the first time, and the parameter value of the transaction parameter corresponding to the target scene area is set to the second parameter value; the second parameter value can be greater than or less than the first parameter value.

[0055] In one example, the transaction parameters mentioned above include the virtual transaction tax rate; the first parameter value is less than the second parameter value. When the target scene area is the same as the historical scene area, it means that the player has selected that scene area multiple times, which can result in a preferential virtual transaction tax rate and a reduction in the deducted transaction tax. Therefore, the first parameter value is less than the second parameter value; for example, the first parameter value is 3% and the second parameter value is 6%.

[0056] In the above method, the trading parameters of the region are affected by the region selected in the previous game. When the target scene region selected by the player is the same as the historical scene region selected in the previous game, the trading parameter has a first parameter value. When the target scene region selected by the player is different from the historical scene region selected in the previous game, the trading parameter has a second parameter value, and the second parameter value is different from the first parameter value. This method can guide players to determine the region selection in the current game based on the region selection in the previous game, which can increase players' interest in participating in the game again and is conducive to the full utilization of game resources.

[0057] Figure 3 The diagram illustrates a graphical user interface (GUI) displaying multiple candidate scene areas. The GUI shows area icons and names for these areas. Candidate scene areas can be cities, mountains, islands, etc. Players can click on the area icon or name to select the target scene area.

[0058] Figure 3The graphical user interface also displays the current round in the target game, as well as the attribute values ​​of each character in the controlled virtual character, including currency, strength, intelligence, beauty, luck, and health. The graphical user interface also shows the task icons for the missions that need to be completed in the target game.

[0059] After a player selects a target area, the game system displays the corresponding trading parameters for that area. Then, the graphical user interface shows the area identifier of the target area, along with the corresponding trading parameters. For example... Figure 4 In this game, a pop-up window can be generated in the graphical user interface to prompt the player about the currently selected target scene area, such as city A, and the transaction parameters for that area, such as a 3% tax. By displaying the target scene area and transaction parameters, users are aware of the selected area and its corresponding parameters, allowing them to refer to these factors when trading items later, thus enhancing the game's strategic depth.

[0060] In one specific implementation, when settling a transaction for the first virtual item based on the transaction parameters corresponding to the target scene area, the transaction resource quantity of the first virtual item and the transaction type of the transaction operation are determined; wherein, the transaction type includes: a sale transaction or a purchase transaction; based on the transaction type, the transaction resource quantity and the transaction parameters, the first virtual item is traded, and the remaining resource quantity of the current game account is updated.

[0061] The amount of transaction resources can be determined by the unit transaction resources of the first virtual item and the quantity of the first virtual item. For example, if the unit transaction resources of the first virtual item is 1000 and the quantity of the first virtual item is 2, then the transaction resources amount is 2000.

[0062] When the transaction type is a sale transaction, when trading the first virtual item, the amount of the item to be traded needs to be deducted from the total amount of the first virtual item owned by the current game account. Then, based on the amount of resources traded and the transaction parameters, the incremental amount of resources that the current game account can obtain is determined, and this incremental amount is added to the amount of resources owned by the current game account to obtain the aforementioned remaining amount of resources.

[0063] When the transaction type is a purchase transaction, when trading the first virtual item, the amount of the item to be traded needs to be increased based on the total amount of the first virtual item currently owned by the game account. Then, based on the amount of resources to be traded and the transaction parameters, the amount of resources that the current game account needs to consume is reduced, and this reduction is deducted from the amount of resources currently owned by the game account to obtain the aforementioned remaining amount of resources.

[0064] In one example, the above transaction parameters include a virtual transaction tax rate; determining the transaction tax based on the amount of transaction resources and the virtual transaction tax rate; and updating the remaining resources of the current game account based on the transaction tax and the amount of transaction resources when trading the first virtual item.

[0065] When the transaction type is a sale, transaction taxes and fees need to be deducted from the transaction resources to obtain the remaining transaction resources. These remaining resources are then added to the current game account's resource balance. When the transaction type is a purchase, the transaction resources and transaction taxes and fees need to be deducted from the current game account's resource balance to obtain the remaining resource balance.

[0066] By using the above method, when settling item transactions, the remaining resources of the current game account after the transaction are controlled by the transaction parameters, thereby affecting the attribute parameters of the controlled virtual character of the current game account. Furthermore, since the transaction parameters of the target scene area are related to the operations in the historical game, when players participate in game games multiple times, the item transaction settlement will be affected by the historical game games, which can increase the player's interest in participating in game games again and is conducive to the full utilization of game resources.

[0067] Furthermore, if the trading area of ​​the first virtual item is determined to be outside the target scene area, the transaction settlement for the first virtual item is performed according to the preset default trading parameters. If the trading area of ​​the first virtual item is outside the target scene area, the default trading parameters are used for transaction settlement. In this case, the default trading parameters are the preset default values, such as 9%. The default trading parameters are not affected by the historical scene areas in past game sessions. Therefore, when trading items in a scene area outside the target scene, it is not affected by the scene selection in past game sessions.

[0068] When settling a transaction for the first virtual item, the interaction can be implemented as follows: Responding to a transaction trigger operation for the first virtual item among the candidate virtual items, display the item transaction page for the first virtual item; wherein, the item transaction page includes transaction controls and transaction parameters corresponding to the first virtual item; when the transaction area for the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the transaction parameters corresponding to the target scene area; responding to a trigger operation for the transaction controls, settle the transaction for the first virtual item based on the transaction parameters corresponding to the first virtual item.

[0069] exist Figure 5In the example, the graphical user interface displays several candidate virtual items: rice, lychee, paper, and silk. Each candidate item corresponds to a trading area in city A, city B, city C, and city D, respectively. Each candidate item also displays a unit price, i.e., the amount of resource traded per unit. Players can trigger the aforementioned trade operation by activating the 'Go to Trade' control, or by activating the 'Go to Trade' control followed by subsequent associated controls. This trade triggering operation can also be achieved by activating the name, item identifier, or other locations of the candidate virtual items.

[0070] After a player initiates a trade with the first virtual item among the available virtual items, the item trade page for that first virtual item will be displayed. Figure 6 In the example, the item trading page for the first virtual item displays the purchase limit, price trend chart, current price, and other information for the first virtual item. It also displays trading controls, namely the controls for 'selling items' and 'buying items,' as well as trading parameters, namely a 9% tax.

[0071] The aforementioned transaction parameters are determined based on the transaction area of ​​the first virtual item. When the transaction area of ​​the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the same as those corresponding to the target scene area, for example, 3%. When the transaction area of ​​the first virtual item is not the target scene area, the transaction parameters corresponding to the first virtual item are the default values, such as 9%. The transaction settlement for the first virtual item can be performed by triggering the 'Sell Item' or 'Buy Item' control. Specifically, after triggering the transaction control, a page can be displayed for the player to determine the quantity of the first virtual item, the amount of resources traded per unit, taxes, and other information. The player can also adjust the relevant information through this display page. After confirming all the information, the confirmation control is triggered, and the game system begins the transaction settlement for the first virtual item.

[0072] In another interaction method, in response to the selection of the first virtual item among the candidate virtual items, the area scene screen of the trading area associated with the first virtual item is displayed in the graphical user interface; in response to the interaction operation of a specified virtual object in the trading area, the trading trigger control of the first virtual item is displayed; in response to the trigger operation of the trading trigger control, the item trading page of the first virtual item is displayed.

[0073] For example, in Figure 5After displaying the available virtual items, clicking on the first virtual item, such as rice, will switch the graphical user interface to the trading area associated with that first virtual item. At this point, the virtual object controlled by the current game account enters the trading area. The area scene includes the controlled virtual character and other objects within the trading area. The player can control the controlled virtual character to move within the trading area until it reaches a designated virtual object, which can be a non-player-controlled NPC. Interacting with this designated virtual object, such as through dialogue or performing specific interactive actions, will trigger a trade activation control for the first virtual item upon completion of the interaction. For example, a 'Go to Trade' control will appear. Activating this control will display the item trading page for the first virtual item. Figure 6 As shown.

[0074] The above-mentioned interaction method realizes the trading of items. During the trading process, the settlement of item transactions will be affected by the historical game matches, which can increase players' interest in participating in game matches again and is conducive to the full utilization of game resources.

[0075] Additionally, in response to the end of the target game match, a match settlement result is generated based on the transaction settlement result of the first virtual item. Specifically, the transaction settlement result of the first virtual item typically affects the character attributes of the controlled virtual character in the current game account, such as the amount of character resources. When the target game match ends, the match is settled according to the character attributes of the controlled virtual character to obtain the match settlement result.

[0076] The match results may include a total score or evaluation based on all the attributes of the controlled virtual character, or a score or evaluation based on some character data for each attribute.

[0077] In one example, the aforementioned evaluation information can be in the form of judgment words. Judgment words can include a main judgment word and secondary judgment words. The main judgment word can be a three- to five-character phrase, such as "small but certain happiness," "an ordinary life," or "beautiful enough to topple a kingdom." Secondary judgment words can be two four-character idioms. In actual implementation, judgment words can be determined based on multiple judgment conditions. If multiple judgment words meet the conditions simultaneously, the optimal judgment word can be used as the overall judgment word.

[0078] In one example, the first criterion could be the total score in the match results, and the second criterion could be the percentage of a character's attribute parameter among all character attributes. For instance, if the total score in the match results is less than or equal to 800,000, the total score can be determined solely based on the first criterion. Specifically, when the total score is between 0 and 10,000, the overall assessment can be "mediocre"; when the total score is between 10,000 and 50,000, the overall assessment can be "an ordinary life"; when the total score is between 50,000 and 100,000, the overall assessment can be "an ambitious young person"; when the total score is between 100,000 and 200,000, the overall assessment can be "something of note"; when the total score is between 200,000 and 300,000, the overall assessment can be "small joys"; when the total score is between 400,000 and 500,000, the overall assessment can be "a perfect ending"; and when the total score is between 500,000 and 800,000, the overall assessment can be "unrivaled in the world".

[0079] Once the total score is greater than or equal to 800,000, a second judgment condition can be added. For example, if only the total score is greater than 800,000, and the percentage of the Charm, Strength, or Intelligence attributes among all character attributes is less than 80%, the overall judgment phrase can be "Unrivaled by Immortals." If the total score is greater than 800,000, and the Charm attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "A Beauty That Could Topple Kingdoms and Cities." If the total score is greater than 800,000, and the Strength attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "Unmatched Strength." If the total score is greater than 800,000, and the Intelligence attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "Unrivaled in Every Hundred Hundred Pieces of Water."

[0080] Additionally, the attribute parameter of the "Kindness" attribute can be used as the first judgment condition to determine one of the four-character idioms in the secondary judgment. When the attribute parameter of the "Kindness" attribute is less than or equal to -20, the secondary judgment can be "Be an enemy of the world"; when the attribute parameter of the "Kindness" attribute is greater than or equal to 20, the secondary judgment can be "A virtuous person for life"; when the attribute parameter of the "Kindness" attribute is less than 20, the attribute parameter of another character attribute that has the highest proportion of all attributes is used as the second judgment condition.

[0081] For example, when the attribute parameter of Kindness is less than 20, and the attribute parameter of Strength accounts for the highest proportion of all attributes, the secondary judgment term can be "Invincible Warrior"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Wisdom accounts for the highest proportion of all attributes, the secondary judgment term can be "Master of Strategy"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Charm accounts for the highest proportion of all attributes, the secondary judgment term can be "Unparalleled Appearance"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Kindness accounts for the highest proportion of all attributes, the secondary judgment term can be "A Lifetime of Cultivating the Heart"; when the attribute parameter of Kindness is less than 20, and all proportions are equal, the secondary judgment term can be "The Doctrine of the Mean".

[0082] The other four-character idiom in the secondary judgment can be determined based on whether the controlled virtual character succeeds in finding a partner, and the number of rounds in which the partner succeeds. In one example, the success of the blind date can be used as the first judgment condition, and the number of rounds in which the blind date is successful can be used as the second judgment condition. For example, if the blind date is successful, and it is successful in the third round, the secondary judgment can be "wholeheartedly devoted"; if the blind date is successful, and it is successful in the fourth to seventh rounds, the secondary judgment can be "accompanied by a beautiful woman"; if the blind date has never been successful, and the number of blind dates is more than four, the secondary judgment can be "growing old alone"; if the blind date has never been successful, and the character has never gone on a blind date, the secondary judgment can be "destined to be alone for life"; if the blind date has never been successful, and the number of blind dates is between one and four, the secondary judgment can be "growing old together with someone"; if the character has no blind date partner, and owns two top-tier properties, the secondary judgment can be "enjoying life alone"; in addition, a third judgment condition can be added, such as if the blind date is successful, and it is successful in the fourth to seventh rounds, and the character owns two top-tier properties, the secondary judgment can be "finding happiness in the world".

[0083] For the aforementioned method embodiments, see [link to relevant documentation]. Figure 7 The diagram shows a structural schematic of a game settlement control device, which provides a graphical user interface via a terminal device; the device includes:

[0084] The area display module 70 is used to display alternative scene areas of the target game match in the graphical user interface;

[0085] The region selection module 72 is used to determine the target scene region from the candidate scene regions in response to the region selection operation;

[0086] The parameter determination module 74 is used to obtain the selected historical scene area in the historical game matches of the current game account, and determine the transaction parameters corresponding to the target scene area based on the historical scene area; wherein, the historical game matches correspond to the target game matches; the transaction parameters are used to control the transaction settlement results of virtual items in the target scene area;

[0087] The item selection module 76 is used to display alternative virtual items in the graphical user interface in response to the target game reaching a specified state; wherein, the alternative virtual items are associated with a trading area;

[0088] The transaction module 78 is used to respond to the transaction operation for the first virtual item among the candidate virtual items, determine the transaction area of ​​the first virtual item as the target scene area, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0089] The settlement control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device; displays candidate scene areas for the target game match in the GUI; in response to a scene selection operation, determines the target scene area from the candidate scene areas; retrieves the selected historical scene area from the current game account's historical game matches, and determines the transaction parameters corresponding to the target scene area based on the historical scene area; wherein the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement results of virtual items in the target scene area; in response to the target game match reaching a specified state, displays candidate virtual items in the GUI; wherein the candidate virtual items are associated with a transaction area; in response to a transaction operation for the first virtual item among the candidate virtual items, determines the transaction area of ​​the first virtual item as the target scene area, and performs transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

[0090] In this method, players select a target scene area, and the trading parameters of that target scene area are influenced by the historical scene area selected by the player in previous game matches. When trading items in the target scene area is settled, the settlement result is related to the trading parameters. Therefore, in this method, the item trading settlement result in a player's game match is related to the actions taken in previous game matches. When a player participates in multiple game matches, the item trading settlement will be affected by the previous game matches, which can increase the player's interest in participating in game matches again and is conducive to the full utilization of game resources.

[0091] The aforementioned parameter determination module is further configured to: if the target scene area is the same as the historical scene area, determine that the transaction parameter corresponding to the target scene area has a first parameter value; if the target scene area is different from the historical scene area, determine that the transaction parameter corresponding to the target scene area has a second parameter value; wherein the second parameter value is different from the first parameter value.

[0092] The above transaction parameters include the virtual transaction tax rate; the first parameter value is less than the second parameter value.

[0093] The aforementioned device also includes a parameter display module, used to display the area identifier of the target scene area and the transaction parameters corresponding to the target scene area.

[0094] The aforementioned transaction module is also used to: determine the transaction resource quantity of the first virtual item and the transaction type of the transaction operation; wherein, the transaction type includes: a sale transaction or a purchase transaction; based on the transaction type, transaction resource quantity, and transaction parameters, to conduct a transaction on the first virtual item and update the remaining resource quantity of the current game account.

[0095] The aforementioned transaction parameters include a virtual transaction tax rate; the aforementioned transaction module is also used to: determine transaction taxes based on the amount of transaction resources and the virtual transaction tax rate; and to update the remaining resources of the current game account based on the transaction taxes and the amount of transaction resources when trading the first virtual item.

[0096] The aforementioned device also includes a settlement module, used to determine that the transaction area of ​​the first virtual item is not the target scene area, and to perform transaction settlement for the first virtual item according to preset default transaction parameters.

[0097] The aforementioned transaction module is further configured to: respond to a transaction trigger operation for the first virtual item among the candidate virtual items, and display the item transaction page for the first virtual item; wherein the item transaction page includes transaction controls and transaction parameters corresponding to the first virtual item; when the transaction area of ​​the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the transaction parameters corresponding to the target scene area; respond to a trigger operation for the transaction controls, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the first virtual item.

[0098] The aforementioned transaction module is also used to: respond to the selection operation of the first virtual item among the candidate virtual items, and display the area scene screen of the transaction area associated with the first virtual item in the graphical user interface; respond to the interactive operation of the specified virtual object in the transaction area, and display the transaction trigger control of the first virtual item; respond to the trigger operation of the transaction trigger control, and display the item transaction page of the first virtual item.

[0099] The aforementioned device also includes a game settlement module, used to: in response to the end of the target game, generate a game settlement result for the target game based on the transaction settlement result of the first virtual item.

[0100] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the above-described game settlement control method. This electronic device can be a server or a terminal device.

[0101] See Figure 8As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the settlement control method of the game described above.

[0102] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0103] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0104] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0105] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the game's settlement control method:

[0106] A graphical user interface is provided through a terminal device; alternative scene areas for the target game match are displayed in the graphical user interface; in response to a scene area selection operation, the target scene area is determined from the alternative scene areas; the selected historical scene areas from the current game account's historical game matches are obtained, and the transaction parameters corresponding to the target scene area are determined based on the historical scene areas; wherein, the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement results of virtual items in the target scene area; in response to the target game match reaching a specified state, alternative virtual items are displayed in the graphical user interface; wherein, the alternative virtual items are associated with a transaction area; in response to a transaction operation for the first virtual item among the alternative virtual items, the transaction area of ​​the first virtual item is determined as the target scene area, and the transaction settlement of the first virtual item is performed based on the transaction parameters corresponding to the target scene area.

[0107] In this method, players select a target scene area, and the trading parameters of that target scene area are influenced by the historical scene area selected by the player in previous game matches. When trading items in the target scene area is settled, the settlement result is related to the trading parameters. Therefore, in this method, the item trading settlement result in a player's game match is related to the actions taken in previous game matches. When a player participates in multiple game matches, the item trading settlement will be affected by the previous game matches, which can increase the player's interest in participating in game matches again and is conducive to the full utilization of game resources.

[0108] Furthermore, if the target scene area is the same as the historical scene area, the transaction parameter corresponding to the target scene area is determined to have a first parameter value; if the target scene area is different from the historical scene area, the transaction parameter corresponding to the target scene area is determined to have a second parameter value; wherein the second parameter value is different from the first parameter value.

[0109] Furthermore, the transaction parameters include a virtual transaction tax rate; the first parameter value is less than the second parameter value.

[0110] Furthermore, it displays the area identifier of the target scene area, as well as the corresponding transaction parameters for the target scene area.

[0111] Furthermore, the transaction resource quantity of the first virtual item and the transaction type of the transaction operation are determined; the transaction type includes: a sale transaction or a purchase transaction; based on the transaction type, transaction resource quantity and transaction parameters, the first virtual item is traded, and the remaining resource quantity of the current game account is updated.

[0112] Furthermore, the transaction parameters include a virtual transaction tax rate; determining the transaction tax based on the transaction resource quantity and the virtual transaction tax rate; and updating the remaining resource quantity of the current game account based on the transaction tax and the transaction resource quantity when trading the first virtual item.

[0113] Furthermore, if it is determined that the trading area of ​​the first virtual item is not the target scene area, the transaction settlement of the first virtual item is carried out according to the preset default trading parameters.

[0114] Furthermore, in response to a transaction trigger operation for the first virtual item among the candidate virtual items, the item transaction page for the first virtual item is displayed; wherein, the item transaction page includes transaction controls and transaction parameters corresponding to the first virtual item; when the transaction area of ​​the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the transaction parameters corresponding to the target scene area; in response to a trigger operation for the transaction controls, the transaction settlement for the first virtual item is performed based on the transaction parameters corresponding to the first virtual item.

[0115] Furthermore, in response to the selection of the first virtual item among the candidate virtual items, the system displays the area scene screen of the trading area associated with the first virtual item in the graphical user interface; in response to the interaction operation of a specified virtual object in the trading area, the system displays the trading trigger control of the first virtual item; and in response to the trigger operation of the trading trigger control, the system displays the item trading page of the first virtual item.

[0116] Furthermore, in response to the end of the target game match, a game settlement result for the target game match is generated based on the transaction settlement result of the first virtual item.

[0117] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned game settlement control method.

[0118] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the game's settlement control method:

[0119] A graphical user interface is provided through a terminal device; alternative scene areas for the target game match are displayed in the graphical user interface; in response to a scene area selection operation, the target scene area is determined from the alternative scene areas; the selected historical scene areas from the current game account's historical game matches are obtained, and the transaction parameters corresponding to the target scene area are determined based on the historical scene areas; wherein, the historical game matches correspond to the target game match; the transaction parameters are used to: control the transaction settlement results of virtual items in the target scene area; in response to the target game match reaching a specified state, alternative virtual items are displayed in the graphical user interface; wherein, the alternative virtual items are associated with a transaction area; in response to a transaction operation for the first virtual item among the alternative virtual items, the transaction area of ​​the first virtual item is determined as the target scene area, and the transaction settlement of the first virtual item is performed based on the transaction parameters corresponding to the target scene area.

[0120] In this method, players select a target scene area, and the trading parameters of that target scene area are influenced by the historical scene area selected by the player in previous game matches. When trading items in the target scene area is settled, the settlement result is related to the trading parameters. Therefore, in this method, the item trading settlement result in a player's game match is related to the actions taken in previous game matches. When a player participates in multiple game matches, the item trading settlement will be affected by the previous game matches, which can increase the player's interest in participating in game matches again and is conducive to the full utilization of game resources.

[0121] Furthermore, if the target scene area is the same as the historical scene area, the transaction parameter corresponding to the target scene area is determined to have a first parameter value; if the target scene area is different from the historical scene area, the transaction parameter corresponding to the target scene area is determined to have a second parameter value; wherein the second parameter value is different from the first parameter value.

[0122] Furthermore, the transaction parameters include a virtual transaction tax rate; the first parameter value is less than the second parameter value.

[0123] Furthermore, it displays the area identifier of the target scene area, as well as the corresponding transaction parameters for the target scene area.

[0124] Furthermore, the transaction resource quantity of the first virtual item and the transaction type of the transaction operation are determined; the transaction type includes: a sale transaction or a purchase transaction; based on the transaction type, transaction resource quantity and transaction parameters, the first virtual item is traded, and the remaining resource quantity of the current game account is updated.

[0125] Furthermore, the transaction parameters include a virtual transaction tax rate; determining the transaction tax based on the transaction resource quantity and the virtual transaction tax rate; and updating the remaining resource quantity of the current game account based on the transaction tax and the transaction resource quantity when trading the first virtual item.

[0126] Furthermore, if it is determined that the trading area of ​​the first virtual item is not the target scene area, the transaction settlement of the first virtual item is carried out according to the preset default trading parameters.

[0127] Furthermore, in response to a transaction trigger operation for the first virtual item among the candidate virtual items, the item transaction page for the first virtual item is displayed; wherein, the item transaction page includes transaction controls and transaction parameters corresponding to the first virtual item; when the transaction area of ​​the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the transaction parameters corresponding to the target scene area; in response to a trigger operation for the transaction controls, the transaction settlement for the first virtual item is performed based on the transaction parameters corresponding to the first virtual item.

[0128] Furthermore, in response to the selection of the first virtual item among the candidate virtual items, the system displays the area scene screen of the trading area associated with the first virtual item in the graphical user interface; in response to the interaction operation of a specified virtual object in the trading area, the system displays the trading trigger control of the first virtual item; and in response to the trigger operation of the trading trigger control, the system displays the item trading page of the first virtual item.

[0129] Furthermore, in response to the end of the target game match, a game settlement result for the target game match is generated based on the transaction settlement result of the first virtual item.

[0130] The computer program products of the game settlement control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0131] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0132] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0133] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0134] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0135] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A game settlement control method, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: The graphical user interface displays an area of ​​alternative game scenarios for the target game match. In response to the region selection operation, a target scene region is determined from the candidate scene regions; The system retrieves the selected historical scene area from the current game account's historical game matches, and determines the transaction parameters corresponding to the target scene area based on the historical scene area; wherein the historical game matches correspond to the target game matches; the transaction parameters are used to control the transaction settlement results of virtual items in the target scene area; In response to the target game match reaching a designated state, alternative virtual items are displayed on the graphical user interface; wherein, the alternative virtual items are associated with a trading area; In response to a transaction operation for the first virtual item among the candidate virtual items, the transaction area of ​​the first virtual item is determined to be the target scene area, and the transaction settlement is performed on the first virtual item based on the transaction parameters corresponding to the target scene area.

2. The method according to claim 1, characterized in that, The step of determining the transaction parameters corresponding to the target scene area based on the historical scene area includes: If the target scene area is the same as the historical scene area, it is determined that the transaction parameter corresponding to the target scene area has a first parameter value; If the target scene area is different from the historical scene area, it is determined that the transaction parameter corresponding to the target scene area has a second parameter value; wherein the second parameter value is different from the first parameter value.

3. The method according to claim 2, characterized in that, The transaction parameters include a virtual transaction tax rate; the first parameter value is less than the second parameter value.

4. The method according to claim 1, characterized in that, After determining the transaction parameters corresponding to the target scene area based on the historical scene area, the method further includes: displaying the area identifier of the target scene area and the transaction parameters corresponding to the target scene area.

5. The method according to claim 1, characterized in that, The steps for settling a transaction for the first virtual item based on the transaction parameters corresponding to the target scene area include: Determine the transaction resource quantity of the first virtual item and the transaction type of the transaction operation; wherein, the transaction type includes: a sale transaction or a purchase transaction; Based on the transaction type, the amount of transaction resources, and the transaction parameters, the first virtual item is traded, and the remaining resources of the current game account are updated.

6. The method according to claim 5, characterized in that, The transaction parameters include a virtual transaction tax rate; the step of trading the first virtual item based on the transaction type, the amount of transaction resources, and the transaction parameters, and updating the remaining resources of the current game account, includes: The transaction tax is determined based on the transaction resource volume and the virtual transaction tax rate; The remaining resources of the current game account are updated based on the transaction tax and the amount of resources traded when the first virtual item is traded.

7. The method according to claim 1, characterized in that, The method further includes: If it is determined that the trading area of ​​the first virtual item is not the target scene area, the transaction settlement of the first virtual item is carried out according to the preset default trading parameters.

8. The method according to claim 1, characterized in that, The steps of responding to a transaction operation for the first virtual item among the candidate virtual items, determining the transaction area of ​​the first virtual item as the target scene area, and performing transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area include: In response to a transaction trigger operation for the first virtual item among the candidate virtual items, the item transaction page for the first virtual item is displayed; wherein, the item transaction page includes transaction controls and transaction parameters corresponding to the first virtual item; when the transaction area of ​​the first virtual item is the target scene area, the transaction parameters corresponding to the first virtual item are the transaction parameters corresponding to the target scene area; In response to a trigger operation on the transaction control, the transaction settlement for the first virtual item is performed based on the transaction parameters corresponding to the first virtual item.

9. The method according to claim 8, characterized in that, The step of displaying the item transaction page of the first virtual item in response to a transaction trigger operation for the first virtual item among the candidate virtual items includes: In response to the selection operation of the first virtual item among the candidate virtual items, the regional scene screen of the transaction area associated with the first virtual item is displayed in the graphical user interface; In response to an interactive operation targeting a specified virtual object in the trading area, a transaction trigger control for the first virtual item is displayed; In response to the trigger operation of the transaction trigger control, the item transaction page of the first virtual item is displayed.

10. The method according to claim 1, characterized in that, After the step of settling the transaction for the first virtual item based on the transaction parameters corresponding to the target scene area, the method further includes: In response to the end of the target game match, a game settlement result for the target game match is generated based on the transaction settlement result of the first virtual item.

11. A game settlement control device, characterized in that, The device provides a graphical user interface via a terminal device; the device includes: A region display module is used to display alternative scene areas for the target game match in the graphical user interface; The region selection module is used to determine the target scene region from the candidate scene regions in response to the region selection operation; The parameter determination module is used to obtain the selected historical scene area in the historical game matches of the current game account, and determine the transaction parameters corresponding to the target scene area based on the historical scene area; wherein, the historical game matches correspond to the target game matches; the transaction parameters are used to control the transaction settlement results of virtual items in the target scene area; An item selection module is used to display candidate virtual items in the graphical user interface in response to the target game match reaching a specified state; wherein the candidate virtual items are associated with a trading area; The transaction module is used to respond to a transaction operation for the first virtual item among the candidate virtual items, determine the transaction area of ​​the first virtual item as the target scene area, and perform transaction settlement for the first virtual item based on the transaction parameters corresponding to the target scene area.

12. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game settlement control method according to any one of claims 1-10.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game settlement control method according to any one of claims 1-10.

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